Deploying to gh-pages from @ cappuccino/cappuccino@fc91326a5f 🚀

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daboe01 committed 2026-01-25 18:35:30 +00:00
1 parent befac199de
commit ea38af7c77
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@@ -9,6 +9,7 @@
@import <Foundation/Foundation.j>
@import <AppKit/AppKit.j>
@import <AppKit/CAKeyframeAnimation.j>
@import <AppKit/CAAnimationGroup.j>
#define UIAssert(a) [self markTest:_cmd didPass:a];
@@ -403,6 +404,252 @@
[CPAnimationContext endGrouping];
}
- (void)testGroupAnimation:(id)sender
{
// Reset state
[_testView setFrame:_initialTestViewFrame];
[_testView setAlphaValue:1.0];
[_pathView setPath:nil]; // Clear the path view as we aren't using it here
// FIX: Ensure the view is layer-backed.
// Without this, [_testView layer] returns nil.
[_testView setWantsLayer:YES];
var layer = [_testView layer];
// 1. Define the start and end positions
// CALayer 'position' corresponds to the center of the view (anchorPoint 0.5,0.5)
var startPos = [layer position];
// Safety check in case layer creation failed (though setWantsLayer:YES should ensure it)
if (!startPos) startPos = CGPointMake(0,0);
var endPos = CGPointMake(startPos.x + 150, startPos.y + 50);
// 2. Create a Position Animation
var moveAnim = [CABasicAnimation animationWithKeyPath:@"position"];
[moveAnim setFromValue:startPos];
[moveAnim setToValue:endPos];
[moveAnim setDuration:1.0];
// 3. Create an Opacity Animation
var fadeAnim = [CABasicAnimation animationWithKeyPath:@"opacity"];
[fadeAnim setFromValue:1.0];
[fadeAnim setToValue:0.25];
[fadeAnim setDuration:1.0];
// 4. Group them
// This tests the recursive logic in CAAnimationGroup and the timer logic in CALayer
var group = [CAAnimationGroup group];
[group setAnimations:[moveAnim, fadeAnim]];
[group setDuration:1.0];
// 5. Run the animation on the layer
[layer addAnimation:group forKey:@"groupTest"];
// 6. Verify results after the animation completes (1.0s duration + 0.1s buffer)
[self performSelector:@selector(_verifyGroupAnimation:) withObject:endPos afterDelay:1.1];
}
- (void)_verifyGroupAnimation:(CGPoint)expectedPos
{
var layer = [_testView layer],
currentPos = [layer position],
currentOpacity = [layer opacity];
// Allow for small floating point differences
var posPassed = (Math.abs(currentPos.x - expectedPos.x) < 1.0 && Math.abs(currentPos.y - expectedPos.y) < 1.0);
var opacityPassed = (Math.abs(currentOpacity - 0.25) < 0.05);
[self markTest:@selector(testGroupAnimation:) didPass:(posPassed && opacityPassed)];
// Reset for next test
[self performSelector:@selector(cleanupAfterAnimation) withObject:nil afterDelay:0.5];
}
- (void)testManualRotation:(id)sender
{
// 1. Cleanup previous test view
if (_testView)
[_testView removeFromSuperview];
// 2. Setup the RotatableView
// View is 100x100, but the blue box drawn inside is 70x70 to allow room to spin.
var frame = CGRectMake(390, 450, 100, 100);
_testView = [[RotatableView alloc] initWithFrame:frame];
[[theWindow contentView] addSubview:_testView];
// Ensure layer-backed so we have a layer to animate
[_testView setWantsLayer:YES];
var layer = [_testView layer];
[layer setDelegate:_testView];
// 3. Define the Animation
var rotationAnim = [CABasicAnimation animationWithKeyPath:@"angle"];
// Rotate 360 degrees (2 * PI)
[rotationAnim setFromValue:0.0];
[rotationAnim setToValue:2 * PI];
[rotationAnim setDuration:2.0];
// Use an easing function for smooth start/stop
[rotationAnim setTimingFunction:[CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionEaseInEaseOut]];
// 4. Add to Layer
[layer addAnimation:rotationAnim forKey:@"rotateTest"];
// 5. Verify results after animation
[self performSelector:@selector(_verifyRotation:) withObject:nil afterDelay:2.1];
}
- (void)_verifyRotation:(id)sender
{
var layer = [_testView layer];
var endAngle = [layer angle];
// Check if we reached approx 2*PI (6.28)
var passed = (Math.abs(endAngle - (2 * PI)) < 0.1);
[self markTest:@selector(testManualRotation:) didPass:passed];
// Reset view
[self performSelector:@selector(cleanupAfterAnimation) withObject:nil afterDelay:0.5];
}
@end
/*
A custom view that draws a box with a line in it.
We draw the box smaller than the view bounds to prevent clipping during rotation.
*/
@implementation RotatableView : CPView
{
float _angle;
}
- (void)initWithFrame:(CGRect)aFrame
{
self = [super initWithFrame:aFrame];
_angle = 0;
return self;
}
- (void)setAngle:(float)anAngle
{
_angle = anAngle;
[self display];
}
- (float)angle
{
return _angle;
}
- (void)drawRect:(CGRect)aRect
{
var context = [[CPGraphicsContext currentContext] graphicsPort],
bounds = [self bounds],
cx = CGRectGetWidth(bounds) / 2.0,
cy = CGRectGetHeight(bounds) / 2.0;
// 1. Clear Context
CGContextClearRect(context, bounds);
// 2. Precompute Trig
var cosA = Math.cos(_angle),
sinA = Math.sin(_angle);
/*
Helper closure to transform a local point (x,y) relative to center
into global view coordinates.
*/
var getPoint = function(localX, localY)
{
// Rotation Matrix:
// x' = x*cos - y*sin
// y' = x*sin + y*cos
var rotX = localX * cosA - localY * sinA;
var rotY = localX * sinA + localY * cosA;
// Translate back to view center
return CGPointMake(cx + rotX, cy + rotY);
};
// --- DRAW BLUE SQUARE (70x70) ---
var s = 35.0; // half size
// Calculate the 4 corners manually
var p1 = getPoint(-s, -s); // Top-Left
var p2 = getPoint( s, -s); // Top-Right
var p3 = getPoint( s, s); // Bottom-Right
var p4 = getPoint(-s, s); // Bottom-Left
CGContextBeginPath(context);
CGContextMoveToPoint(context, p1.x, p1.y);
CGContextAddLineToPoint(context, p2.x, p2.y);
CGContextAddLineToPoint(context, p3.x, p3.y);
CGContextAddLineToPoint(context, p4.x, p4.y);
CGContextClosePath(context);
[[CPColor greenColor] setFill];
CGContextFillPath(context);
// --- DRAW RED MARKER (Top-Left Corner) ---
// A 20x20 square in the top-left of the blue box
// Local coords relative to center: x from -35 to -15, y from -35 to -15
var r1 = getPoint(-35, -35);
var r2 = getPoint(-15, -35);
var r3 = getPoint(-15, -15);
var r4 = getPoint(-35, -15);
CGContextBeginPath(context);
CGContextMoveToPoint(context, r1.x, r1.y);
CGContextAddLineToPoint(context, r2.x, r2.y);
CGContextAddLineToPoint(context, r3.x, r3.y);
CGContextAddLineToPoint(context, r4.x, r4.y);
CGContextClosePath(context);
[[CPColor redColor] setFill];
CGContextFillPath(context);
// --- DRAW WHITE POINTER LINE ---
// Line from Center (0,0) to Right Edge (35, 0)
var lineStart = getPoint(0, 0);
var lineEnd = getPoint(35, 0);
CGContextBeginPath(context);
CGContextMoveToPoint(context, lineStart.x, lineStart.y);
CGContextAddLineToPoint(context, lineEnd.x, lineEnd.y);
[[CPColor whiteColor] setStroke];
CGContextSetLineWidth(context, 3.0);
CGContextStrokePath(context);
}
@end
/*
Category to allow CALayer to drive the 'angle' property on the view.
*/
@implementation CALayer (RotationTest)
- (void)setAngle:(float)anAngle
{
// Store it so [self valueForKey:@"angle"] works for animation start values
self._angle = anAngle;
// Forward the value to the View (the layer's delegate) to trigger drawRect
if (_delegate && [_delegate respondsToSelector:@selector(setAngle:)])
[_delegate setAngle:anAngle];
}
- (float)angle
{
return self._angle || 0.0;
}
@end
var unCamelCase = function(aString)